A design plan, not an execution checklist. Captures the reasoning and decisions from the 2026-07 design session so it can be picked up later. Nothing here is implemented yet — the current tree is unchanged except for the cavalry-mount work already shipped.
Everything below follows from three rules the tree should obey:
TechTreeX, ~12 units apart)
≈ one decade. A tech’s column is when its unit belongs, not just how deep to research. Units
must sit in their real-world decade. (Calibration point found: World Wide Web = 1991 sits at
column X≈328, so 341≈2000, 353≈2010, 364≈2020, 383≈2030+.)The single “tank line” was really three lines, each answering a different question. Splitting them is the core structural insight.
| Line | Question it answers | Progression | Capstone |
|---|---|---|---|
| Main battle | survive the hit (mass + intercept) | Infantry → Medium → Universal → MBT | Interceptor Tank (APS) |
| Light / recon | don’t get hit (stealth + laser) | Tankette → Light Tank → Armoured Recon → … | Future Light Tank (ex–”Stealth Tank”) |
| Carrier | keep the soldier alive (protected delivery) | APC → Amphibious Transport → IMV → … | Future APC |
Key realization: the Stealth Tank was never a real continuation of the tank concept — stealth is a different survival philosophy, and the PL-01 is literally a light tank (~35 t, CV90-based). So it becomes the Future Light Tank, capstone of the light/recon line, and the main line ends cleanly at the Interceptor Tank (peak of the armor/protection ladder).
Sloped Armor → Composite Armor → Reactive Armor → Active Protection Systems
— each a better answer to how do I survive being hit. Reactive armor is “just a patch” (bolt-on ERA,
a spacer/prereq to push APS back); APS is the paradigm shift (defeats the incoming round entirely), so
it carries the heavy defensive bonus.
Steps 1–4 are the Era-5 lead-in (already correctly wired in the data). Steps 5–14 are the Era-6 triads. Legend: ✅ correct · ✏️ rename display · ➡️ move unit’s unlock · 🆕 new · 🎨 re-theme.
| # | Tech (display) | Unit | State |
|---|---|---|---|
| 1 | Combustion Engine | Tankette | ⚠️ no CombustionEngine tech exists; Tankettes on Automobile+Tank Warfare — decide entry point |
| 2 | Tank Warfare | Infantry Tank | ✅ InfantryTanks ← Era5_TankWarfare |
| 3 | Anti Tank Gun | AT Halftrack + Mech. Infantry | ✅ both ← Era5_AntiTankGun |
| 4 | Modern Highway | Towed Gun Howitzer | ✅ TowedGunHowitzers ← Era5_ModernHighway |
| 5 | Sloped Armor | Medium Tank | ✏️ SlopedArmor “Reactive Armor”→”Sloped Armor” · ➡️ MediumTanks (from Era6_05) · reposition early · 🎁 relocate its bonuses→APS |
| 6 | Anti Tank Warfare | Tank Destroyer | ✅ |
| 7 | Mechanized Operations | APC | 🆕 new tech (rename a placeholder) · ➡️ ArmouredPersonnelCarriers (from MechInfDoctrine) |
| 8 | Armoured Warfare (Era6_05) |
Universal Tank | 🆕 clone Universal Tank from MBT → assign to Era6_05 |
| 9 | Wire Guided Missile | M901 ITV | ✏️ WireGuidedMissile “Transistor”→”Wire Guided Missile” · 🆕 M901 ITV vehicle |
| 10 | Mechanized Infantry Doctrine | Amphibious Transport | 🆕 clone Amphibious Transport |
| 11 | Composite Armor (Era6_23) |
Main Battle Tank | ✅ |
| 12 | Armoured Combat Support (SelfPropelledArtillery) |
Infantry Fighting Vehicle | 🎨 re-theme AntiTankIFV→”IFV” |
| 13 | Protected Mobility (DartAmmunition) |
Infantry Mobility Vehicle + Mobile Artillery | ✏️ rename→”Protected Mobility” · 🆕 IMV (mine-resistant, Casspir-style) · Mobile Artillery already here |
| 14 | Active Protection Systems | Interceptor Tank | 🆕 clone Interceptor Tank · 🎁 receives Sloped Armor’s relocated bonuses |
Actual workload: ~3 display renames, 1 new tech (Mechanized Operations), 2 unit moves, 5 clones (Universal Tank, M901 ITV, Amphibious Transport, IMV, Interceptor Tank), 1 bonus relocation, plus prereq wiring to keep the chain linear.
Era6_23 displays “Composite Armor” via a loc key (%Technology_Era6_23Title).WireGuidedMissile currently displays “Transistor” (wrong — rename).SlopedArmor currently displays “Reactive Armor” (it’s vacating that name to become “Sloped Armor”;
the “Reactive Armor” name then goes to a fresh placeholder — see §5).The late tree resolves into a self-justifying web where every tech answers the threat the next one creates.
| | Future Light Tank | Future APC | |—|—|—| | Survives by | absence — optical cloak + laser point-defense | endurance — heavy armor + layered active defense | | Kills incoming with | directed-energy laser (missiles and drones) | same defensive suite, but pointed at protecting the squad | | Role | glass-cannon scout/flanker | mobile bunker — deliver living dismounts | | Weakness | short-range swarm saturation (stealth fails up close) | saturation too, but soaks more |
Relocating SlopedArmor to be the early Medium-Tank node removes the spacer it was providing between
Protected Mobility and APS (currently …Protected Mobility → SlopedArmor → APS). Reinstate a fresh
“Reactive Armor” node (rename a spare Era6_##) in that gap — light “patch” tech, token defensive
bonus, no headline unit. Restores the distance and finally homes the “reactive armor is just a patch”
concept. (Trade-off: bends “tanks 3 apart” by one step at the capstone — acceptable at the endgame.)
By the decade calibration, APS (Trophy, 2011) is ~2 decades too early — it’s parked at column ~328 (1990s, next to WWW/Fuzzy Logic). Correct the late cluster rightward:
Era6_29, 364) frees exactly those
columns. Dependencies to re-point when they move: ActiveCamouflage prereq → ActiveProtectionSystems;
FutureTechnology prereq (off Era6_29) → something else.The modern threat/counter pair that extends the tree’s DNA into the drone age:
DroneSquadFPV is orphaned (no tech unlocks it) — it’s unobtainable in-game.
Give it an attack-drone tech (Loitering Munitions / Attack Drones / Kamikaze Drones — not
“Smart Munitions”, see below).Why Smart Munition is THE counter (each alternative has a fatal gap): drone-vs-drone = arms race; dumb flak = misses the jinking target; SAM = hits but ruins the cost exchange; smart munition = hits, affordable, non-drone.
Escalation ladder (rock-paper-scissors, all realistic):
Naming resolution: “Smart Munitions” = the guided-shell counter (defensive/precision). The FPV attack drone takes a drone name (Loitering/Attack/Kamikaze). Threat and counter get different concepts and different words.
AntiAirDefence (SAM-type) ← GuidedMissiles. Keep for big drones/aircraft (bad economics vs cheap FPVs).AntiAirGuns exists — the natural home for a smart/airburst counter-UAS round (the Gepard lesson).When this gets built: one triad/beat at a time — make the change, export, load a save, read the
newest Diagnostics (…).html (the real error lives there, not in the generic “Mismatched mods”
dialog), commit the verified beat, move on. That’s the rhythm that turned the July tech-reorg into
clean verified commits. Watch the unlock-event family rule: every unit inside one
UnlockConstructible event must share a SerializableFamily, or activation fails — give a unit its own
event when in doubt.